#version 130

// Las coeficientes de iluminacion ambiente, sifusa y especular
uniform vec3 Ka;
uniform vec3 Kd;
uniform vec3 Ke;
uniform float Shininess;

uniform samplerCube CubeMap; // The cube map

// Los datos interpolados que vienen del vertex shader
in vec3 ReflectDir; // The direction of the reflected ray
varying float DrawSkyBox; 

void main(){
	vec4 cubeMapColor = textureCube (CubeMap, ReflectDir);

	// Color of the object's "Tint"
	vec4 MaterialColor= vec4(0.5f, 0.5f, 0.5f, 1.0f); 

	// Amount of reflection
	float ReflectFactor=0.9f; 

	gl_FragColor = mix (MaterialColor, cubeMapColor, ReflectFactor);
}




